#oneaday Day 823: Today is spa

As has sort of become "tradition" over the course of our last few holidays at Center Parcs, today we had our day at the Aqua Sana spa. And, as always, it was a thoroughly pleasant experience.

If you've never been to a spa for one reason or another, I highly encourage you to give it a go if the opportunity arises. And, if possible, I recommend going to a proper spa, not a hot shed that a three-star hotel describes as a "sauna".

The Aqua Sana spa here at Center Parcs in Longleat Forest has a number of different "experiences", they call them — they're rooms, really. And each of them very much have their own feel and character.

The centrepiece of the whole thing is a moderately sized circular pool with nice warm water and jacuzzi-style bubbles around about a quarter of the circle's circumference. There's an underwater bench so you can sit in the bubbles, and the rest of the pool is just… sort of there. Andie quite rightly questioned why they didn't just do bubbles all the way around the outside, and I don't really have a good answer for that. Regardless, the pool is a nice stop if you're not sure what to do next, as soaking in warm, bubbly water is always pleasant.

There are a number of saunas and steam rooms scattered throughout the complex. These vary in size, heat, humidity and smell. There's a large what I would describe as a "traditional" sauna, which is just a big hot room with wooden benches, but there are several which are "themed", mostly through the lighting and decor. Our favourite is the "volcanic" sauna, which is dark aside from some red lights at floor height and a feature wall with sort of "crystals" in it. It's a very nice environment to go and be hot in.

There's also a "volcanic" steam room next door to the sauna, which adopts the same stylings, only with more steam and more pleasant smells being piped in. I'm not entirely sure exactly what the smell is, but it's nice, and it sort of sticks to you after you've left, too, meaning for the rest of the day you have the pleasant scent of having been relaxing hovering around you. Better than your usual stench, no doubt.

We actually managed to get into the hot tubs this time around. The last time we came, they were out of order for refurbishment, and the time before that, they were being monopolised by a group of people who had evidently been in there for some time and had no desire to move. A shame, but I wasn't too mad; there are plenty of other things to do around the place, and a hot tub is, on the grand scheme of the other stuff available, relatively mundane.

There are several rooms specifically set aside just to be "relaxation" rooms. There's one with absolutely enormous beds in a nice sort of wicker "cocoon"; there's another that is modelled after a Scandinavian lodge; another that is designed to look like a cave in a forest; and another still where they project an accelerated day-night cycle of the sky onto the ceiling. There's also a room with heated stone beds that are inexplicably comfortable due to how they are contoured to fit the human body and a room with water beds. It's very tempting to just go into one of these rooms and sleep for several hours.

Every room is accompanied by various generic, non-obtrusive music of varying descriptions, ranging from ethereal plinky-plonky piano to what I would describe as solemn Viking battle preparation chants. All in all, it's a very pleasant place to spend a few hours.

And they feed you, too! Today we had the Afternoon Tea, which consisted of some sandwiches, some delicious tiny cakes and a scone with clotted cream and jam, plus a drink. Doesn't sound like much but it's surprisingly filling — and you might be a tad shocked at the calorie count too!

So yeah. It's been a nice day. Nice enough for me to not really be all that bothered that my mini PC appears to be dead — or, at least, is not in a position to be usable while I am away. We'll have a go at diagnosing the problem a little better when we actually get home, but for now, it doesn't matter and I don't really care. Well, I care a bit, it is my work machine and I would rather it wasn't broken, but still. I am in a relaxed, breezy sort of mood rather than stressed out and wanting to repeatedly turn it on and off all evening while getting increasingly irate.

Anyway, it is late now, and I think it is time to take a day of relaxation to its natural conclusion by… well, going to sleep. So that's what I'm going to do.


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#oneaday Day 822: Today is holiday

We're here! Or there, depending on how you look at it. An uneventful drive down, aside from some traffic around Salisbury, and my mini PC refusing to boot up for some reason (that's going to be fun to diagnose, since it's also my work computer), and we're safely ensconced in our pleasant little forest lodge, ready for a proper holiday. And none of that worrying about a silly orange cat who decided to go walkabout. (We have still been checking on him via the security cameras. He is getting thoroughly spoiled by my mother-in-law.)

As a result of the mini PC refusing to play for some reason, I am typing this using a keyboard on my phone. Like, an actual keyboard. The one I brought with me to use with the mini PC. Thankfully, given that modern phones are basically just computers, you can just plug a keyboard into a phone and type on it just like on a proper computer. The teeny tiny screen size doesn't even really matter all that much, so long as you can read what you just wrote.

I'm just going to… not worry about the mini PC for the moment, since the only reason I brought it with us was for blogging purposes anyway, and given I can just do that on my phone with only a minor cable management disaster atop the dining table, that can be a problem for when Pete gets home.

Of course, when Pete gets home, Pete has to almost immediately set off to go into the office for a stupid HR workshop, which Pete is resenting somewhat. But still. On occasions like that, the boss usually takes us out for lunch, and it will at least be nice to see everyone.

I shall continue repeating to myself: this is something for Pete to worry about when Pete gets home. Pete is prone to worrying himself stupid about things he can't do anything about right now, so Pete just needs to jolly well calm down, enjoy his holiday, and if his PC is fucked, one, nothing will be new there, given the woes he has had with the living room PC (though up until now, the mini PC has been very reliable for work) and two, he can just determine what to do next from there. Right now, there is nothing Pete can do, so Pete is just going to write about himself in the third person until he convinced himself that there is nothing he can do.

Ahem. Anyway. Yeah. We haven't done much today other than drive down here, get ensconced in the lodge and have some dinner. Tomorrow is our day at the Aqua Sana spa, which is going to be lovely. No phones, no broken PCs, just four and a half hours of chilling out in a variety of nice-smelling rooms, punctuated by a pleasant afternoon tea at some point during the first two hours.

That sounds pretty all right, doesn't it? Right then. I'm going to go and look forward to that, and a big "sod off" to the mini PC for trying to spoil the start of our holiday. You shall not win, you little shit. I am going to drink chocolate milk and there's nothing you can do to stop me.


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#oneaday Day 821: Tomorrow is holiday

We're off on holiday tomorrow! It may seem extravagant to have two going-away holidays in the same year (to the exact same place, no less), but as I've mentioned previously, our prior attempt earlier in the year was spoiled somewhat by worrying over a certain idiotic orange cat who had decided to explore the Great Outdoors the week before we went away.

I am pleased to report that Oliver is, as I type this, safely inside our house, and has given no indication he is going to escape. (I know, I know, he gave no indication that he was going to escape last time, but he doesn't even seem interested in sneaking out of the front door when we put the bins out any more, even.) This means that, barring any sort of major disaster which occurs over the course of the next 24 hours, we will be able to go away on holiday without any sort of guilt or unease, and just enjoy ourselves. (Hopefully no major disasters will happen between tomorrow and the 14th of September, either.)

I'm really looking forward to some time away. I'm looking forward to spending some time in the pool, for a combination of just relaxing in the water and actually getting a bit of exercise by, y'know, swimming. I'm looking forward to our spa day. I'm looking forward to our inevitable trip to The Pancake House, and buying at least one Massive Cake from the ParcMarket.

Center Parcs, in its various forms, has become rather special to me over the years, even though I know there are almost certainly plenty of reasons one could criticise it. And it all, as with so many other things in my life, extends back to my childhood and adolescence.

I forget exactly what year we first went to Center Parcs, but I do remember the trip itself. My brother was still living at home, and he brought his friend Alex with him. One of the most enduring memories of the trip was Alex, who fancied himself a bit of a womaniser, causing two girls to fall off their bikes by delivering a thoroughly Leslie Phillips-style "Hell-O!" at them as they rode past. My other enduring memory of the trip is the fact that, at the time, Center Parcs used those weird Dutch toilets where you poo on a little platform rather than into a bowl of water. Most disconcerting.

On that first trip, I was still pretty young, as I can determine from my brother still living at home with us, and thus I was still pretty nervous about things like water slides. I do remember going on "the slow slide" at the pool, which is the longer of the two, and enjoying it, but also being too scared to go on either "the fast slide" or "the big white slide", the latter of which is just a big wet slope made out of the slipperiest material known to man. These slides are all still present at the Center Parcs pool complex to this day, along with the Wild Water Rapids, which I did not go on on this first trip.

Some years later, we went on another trip to Center Parcs, and I took my friend Edd with me. This was partly as payback (positive) for his family graciously taking me along with them on a trip to Gran Canaria, and we had a good time. My enduring memories that time around are of being old enough to enjoy the slides a bit more, and having a great time on the Wild Water Rapids. A particularly vivid memory is of getting halfway down the Rapids, only for Edd to pop up from under the water going "Hoo-haa-haa!" (which is what we thought the blue SS guards in Wolfenstein 3-D said, rather than "Schutzstaffel", which you probably shouldn't shout in public) and pretend to machine-gun me. Good times.

I also remember an awkward conversation over breakfast in which Edd attempted to convince my Dad that bloody violence in video games was fine because "you just stop noticing it after a while". That, it turns out, was not the most convincing argument, but did not result in me being disallowed from playing games like the aforementioned Wolfenstein 3-D and Doom, even though I had historically not been allowed to watch 15- or 18-rated movies.

There was another trip to Center Parcs at some point where I went with my friend Craig, and my one enduring memory of that particular trip was seeing Savage Garden and Ray of Light-era Madonna on the television, and us both realising that we actually quite liked both of them despite historically having been "indie rock" boys.

Andie and I have now been to Center Parcs ourselves a number of times, and it still feels like a proper example of "being a grown-up" to go on a holiday like this by ourselves. I mean, I know we technically are both "grown-ups", but as I was talking about with my therapist recently, I still find it immensely difficult to think of myself as such. This is not an altogether unusual position to hold, it seems; no-one in this world really knows what they are doing, it's just some people are better at hiding that fact than others.

Anyway, tomorrow we are off for yet another excursion into the forest. I will continue to blog while I am there, as usual, but I may be quiet on the socials while I am away. It is nice to have a bit of peace and quiet — and this time around, it will be nice for said peace and quiet to not be interrupted by intrusive thoughts worrying about whether or not we are ever going to see our beloved pet again.


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#oneaday Day 820: We need the Adventure-obsessives back again

In the early days of home computer and video gaming, there was an enormous amount of excitement over what many publications referred to as capital-A Adventures. It wasn't uncommon to see computer mags in particular devote entire issues to Adventures, and a lot of them had a monthly column in which the writer (who often went by a pseudonym for some reason) would talk about recently released adventures, offer tips and advice to readers who had written in, and sometimes provide full solutions for particularly tricky games.

One recurring feature of this Adventure coverage back in the early '80s was a marked disdain for graphics. To the devoted Adventurer, the most vivid, spectacular images of all are those which are conjured up by one's own mind when reading some well-crafted prose, and thus no form of computer graphics would ever be able to match up to the possibilities afforded by one's own imagination.

There was a certain amount of pretentiousness here, yes, but they also had something of a point at the time; the graphical capabilities of home computers at the time were relatively limited, at least until the 16-bit micros became more well-established, and thus in many cases the graphics in illustrated adventures were somewhat… primitive, to say the least. In cases where they weren't, you ran into another problem: memory and storage space. Since 8-bit micros had anywhere between 8 and 128 kilobytes of RAM on offer, there was a hard limit on how much game data you could include in a game — and "data" in this case covered both descriptive text and graphics.

On systems with widespread disk drive adoption, such as the Atari 8-bit and C64, this issue was at least partly sidestepped by publishing Adventures on floppy disk, with the relevant data being loaded into memory from the disk only when needed — something it was only possible to do with the random access of a disk, since cassettes could only load data in a linear fashion (and took a long time to do it anyway). You still ran into hard caps, though: a disk could only hold so much.

It became pretty widely agreed among Adventure enthusiasts that straight-up text-only Adventures were always going to be the superior option, because you could fit a lot more text than graphics into either memory or the available space on a floppy disk, and the sort of person playing an Adventure was likely to be someone who enjoys reading anyway. So leave the fancy graphics for the arcade game fans and keep giving those Adventure fans that delicious plain text!

It didn't last, of course. As graphics technology got better, computers had more memory and storage solutions had greater capacity, we got to a point where it was possible to have well-written Adventures that also had excellent illustrations. Some of the earliest to see success in this regard were the titles from Magnetic Scrolls, such as The Pawn, The Guild of Thieves and Jinxter. These still placed most of the emphasis on the text, but the illustrations (which could be turned off) supported the story.

Then we started to get more in the way of "graphic adventures", beginning with Sierra's "3-D Animated Adventure Games" such as the King's Quest series, which initially gave you direct control of an on-screen character while keeping interaction via a text parser. From there, we ended up with the entirely mouse-driven point-and-click adventure, as popularised by titles such as Maniac Mansion and The Secret of Monkey Island. At that point, the purely text-based Adventure appeared to have been completely left by the wayside in favour of a more visual form of interactive entertainment. In many respects, this made these games a lot more accessible to those who perhaps weren't comfortable attempting to communicate with a computer by typing verb-noun phrases, but for those who still enjoyed to read, things were never quite the same again.

Today, of course, there's the never-ending push for photorealism that has been taken to its natural, absurd extreme with technologies like Nvidia's AI slop bimbofication filter, sorry, DLSS5, and some people are, quite understandably, starting to feel fatigued with how a lot of games feel like they look very similar to one another. What happened to using our imaginations as the ultimate graphics chipset?

Well, good news: the good old text-based Adventure never died! In fact, it quietly flourished as the years went on, with an enthusiast community continuing to make use of this venerable but undeniably effective means of enjoying an interactive story — and even creating their own original Adventures that would have gone down extremely well with the Adventure enthusiasts of the early 1980s. Meanwhile, the similar-but-different visual novel genre has enjoyed gradual but steady growth over a similar period, making its way from niche-interest curiosity to something quite commonly seen today. People, it turns out, still like to read.

Every so often, I get a hankering to explore some text-based games. What I have referred to in the preceding paragraphs as Adventures tend to be described as "Interactive Fiction" these days. If you're being particularly pedantic, there is a difference between "Interactive Fiction" and "Text Adventure" — the former emphasises an unfolding text-based story, while the latter has greater focus on exploration and puzzle-solving — but "IF" tends to be used as a shorthand for all text-based, parser-driven games these days, and it also encompasses games that use multiple-choice or hypertext interfaces, such as those made with the popular Twine tool.

Thankfully, there are plenty of places to explore Interactive Fiction. A good place to have a look is the annual IFComp, or Interactive Fiction Competition. Right now, you can download and play a whole host of games that cover probably every piece of subject matter you might be able to think of. And you (yes, you!) can judge them, too. I bet you'd like that. You love judging things, don't you. Well, go on then! Go judge something! I think I know what I'm doing tomorrow!


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#oneaday Day 819: Comments sections are self-harm

"Don't read the comments. Never read the comments." It's one of the most enduring pieces of advice on the Internet, and it's always been sound advice. And I've always thought that to be a bit of a shame.

Well, let me qualify that somewhat: you shouldn't read the comments on public-facing, commercial sites. If you have successfully cultivated your own pleasant little community in your own comments section, you absolutely should not feel bad about reading your comments and continuing to encourage that sort of behaviour. You might even find yourself forming some genuine friendships.

Comments that are open to the broader Internet, though. No. Just… don't. Do yourself a favour, because wading in there is going to make you feel worse. You know that, I know that. And yet still we both do it, even though we both know, at this point, that it is a form of mental self-harm.

There's a website that I enjoy reading, which I won't name because I think it's a bit mean to draw attention to them for having a shitty comments section. But… well, they have a really shitty comments section, and it's immensely frustrating, because the subject matter of the site is something that I would like to engage with other people over! I would like to get to know more people who are into the same things I am into!

And yet, unfortunately, it seems that the subject matter in question — it's retro gaming, I might as well say it — attracts some of the most unpleasant people out there. I already knew this to a certain extent, with the amount of drama that often surrounds the retro YouTuber sector in particular, but it's frustrating that there can't just be a nice place for people who are interested in retro gaming to hang out without a variety of dipshits coming in and stinking the place up with some truly foul opinions.

I mean, come on. We're talking about a site focusing on retro gaming where one guy in the comments decided that A Really Cool Thing To Do would be to go off on one about how much he thought CRTs were shit, and how everyone who enjoyed using CRTs for their retro consoles were idiots, and how anyone disagreeing with him was a shithead and wrong. Come on, man. Know your audience. What sort of response were you expecting when you pulled something like that out of your arse?

Unfortunately, I know the answer to that: they did know their audience; they wanted to start conflict. They wanted to start arguments and make other people's lives miserable, even in one of the places where they should be able to feel like they can just enjoy their hobbies and interests. People like this have always been around, for as long as "Going Online" has been a thing. They get some sort of perverse gratification from it. And somehow, we can't look away, even though we know it hurts us to do so — and hurts even more if we rise to the bait and respond to these dickheads.

So yeah. Do yourself a favour and don't read the comments. There are better places to build a community over common interests than the comments section of a public-facing website. Although if you happen to find any relating to retro gaming, do let me know…?


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#oneaday Day 818: Gaming is doing everything it can to drive its oldest fans away

I've been playing video games for as long as I can remember existing. I grew up playing games on the Atari 8-bit and ST home computers, and since then, I have followed along with the explosive growth and technological advancement of the medium every step of the way. And yet today, in 2026, I feel like I'm being specifically pushed away in so many ways.

There are lots of contributing factors to this, but the things that come immediately mind today both relate to Final Fantasy VII Revelation, the upcoming third and final part of the Final Fantasy Remake project. We have a release date for it at last — April 8, 2027 — but two things came to light today which pissed me right off: firstly, the fact that not one, but two pieces of DLC and an "expansion pass" have been announced for it more than half a year before the game has been released, and secondly, the physical editions on all platforms will require you to download the bulk of the game rather than installing it from disc, thereby making said physical editions almost completely worthless.

On the first point: you have spent three games telling this story which once took one 40-hour game to tell. Just include everything in this fucking final part.

Those who have embraced an "all-digital" future will doubtless not be bothered by the second point, but I am someone who has cultivated a collection of over a thousand physical releases across a variety of platforms, and a big part of the reason I have done that is as a sort of investment in my future entertainment: for the next significant number of years, I will be able to enjoy a whole variety of different video game experiences on a bunch of different consoles. And with this looking like it may well be the last generation of consoles I have any interest in whatsoever, thanks to Sony's plans to give up physical media and the adoption of the odious "Game-Key Cards" on Switch 2, it feels increasingly important to have all that stuff ready to play.

Now, for a lot of the stuff I've bought, I can just put it in a console and play it. It's one of the big reasons why I've bought a lot of limited-print stuff — I know a lot of people don't like those companies for various reasons, but one thoroughly admirable thing that pretty much all of them have committed to is only putting out a physical version when a game is finished. That means you buy it, you put it in, you play it. No downloading updates; no DLC (there have been a few exceptions to this, but for the most part anything that was once DLC is included in these physical versions) and no requirement to be connected to the Internet. You know, like physical media always was prior to everything we own being perpetually connected to the Internet, and gradually, slowly but surely, getting increasingly fucked-up over time?

This news for Final Fantasy VII Revelation fucks with this, though. I have copies of Final Fantasy VII Remake and Rebirth that I can install from disc and play right now, even if my Internet connection isn't working — or, in the years to come, if Sony were to decide to just switch off the servers that were delivering downloadable game files to people. Were I to buy a physical copy of Revelation, though, I would not be able to do that, because the whole game isn't on the damned disc. So what happens if, in 20 or 30 years, assuming I'm still around and capable of playing video games at that point, I decide I want to replay the entire Final Fantasy VII Remake trilogy? I just… can't play the last bit if the servers are no longer online?

And you might think that's an extreme scenario, but there are games I have on my shelf that are 30+ years old that I am still pulling down and playing. And I will continue to play an original copy by choice if it is available. So it's entirely possible that multiple decades from now, I will want to play something that was released in the 2020s.

Of course, it's also possible that in the future, storage costs will continue to plummet, and it will be practical to have some form of storage device loaded up with a huge library of PS5 and Switch 2 games, just like I have a chunky SSD full of everything from Atari 2600 up to PlayStation and Saturn games hooked up to my MiSTer. At that point, physical copies may well have ceased to matter.

Couple all this with Sony's eagerness to fight the apparently mistaken assumption that we are "buying" games when we click the "buy" button in their "store", and it doesn't give one a lot of hope for the long-term preservation of what is still, at its core, an incredibly exciting creative, artistic medium.

At this rate, we're going to have everything up to about PlayStation 2 preserved perfectly, but after that things are going to start getting a lot more patchy. No pun intended, given the additional considerations that post-launch updates bring to the table.

I dunno. Maybe I shouldn't bother thinking about this stuff. It's entirely possible that by the time any of my concerns actually start to matter, I'll be long dead. I just don't like seeing something that I have cared deeply about for my whole life continually make itself worse and worse and worse, all in the name of the "perpetual growth" rot economy and the pursuit of never-ending, continually unsatisfied greed. I don't want to feel that future generations simply won't be able to enjoy gaming the way I've enjoyed it for the last 40+ years. And it's hard to flip the switch to the "I don't care, just enjoy it now" setting, after so long of actually caring!


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#oneaday Day 817: Pages from Ceefax

Okay. I mentioned it yesterday, so I may as well talk about it today, since apparently I'm on an "old TV" kick at the minute. Pages from Ceefax, right? It's something that I sometimes find hard to believe was actually broadcast on television, but the evidence is out there.

For the unfamiliar, Ceefax is the name for the teletext service that was available on the terrestrial BBC TV channels, BBC1 and BBC2. Over time the distinction between the two channels' service developed in such a way that you looked on BBC1 if you wanted to find something out quickly (they eventually managed to make the "page seek" on BBC1 work faster) while on BBC2 you'd get more in-depth material. This was in keeping with the channels' main remit; BBC1 had all the mainstream, primetime programming on it, while BBC2 had more niche-interest, specialist or cult favourite shows. And lots of Star Trek repeats, like, all the time.

I realise there may be a few of you reading this who don't even know what teletext was, since it's not been A Thing for most of the world for a while now, but basically it was an information service you could access through your television using your remote control. You'd press a button to switch from live TV to teletext mode, and the programme would continue in the background as just audio while you entered a world of coloured text and, occasionally, extremely low-resolution pixel art. Some TVs provided the ability to "mix" the teletext and TV programme, so anything that was blank, black space normally would allow the programme to show through. It wasn't a terribly practical means of either watching a TV programme or accessing teletext, but it was nice that the option was there.

Anyway, the interesting thing about the various forms of teletext, including Ceefax, was that you could type in a number on your TV remote and it would take you to that page, allowing you to browse through information in a non-linear manner many years ahead of domestic Internet access becoming commonplace. Okay, there were limitations, probably chief among which was how most "pages" on teletext services were actually made up of multiple sub-pages, and you had to wait for them to cycle around rather than be able to browse them completely freely. For a practical example, if you were looking at what's on TV this evening and when the page came up it was only showing things late at night, you'd have to wait for it to cycle back around to showing what is on currently and up next, rather than just being able to immediately call up that information.

But! You might ponder at this point: what about people who do not have a television that can access teletext services, or which they have lost the remote control for? Well, never fear, for Pages from Ceefax is here! This is a chunk of time that the BBC carved out each day specifically for showing a selection of… well, pages from Ceefax, accompanied by some delightful elevator music. You'd normally get things like the news headlines, the weather, maybe the sport. Things that normal people might be interested in. It didn't tend to delve into more "magazine-esque" features or special-interest areas; if the legendary Digitiser had been on Ceefax rather than Oracle or Teletext with a capital T (which were the teletext services that were on the terrestrial TV channels ITV and Channel 4) it probably wouldn't have come up in Pages from Ceefax.

And, I mean… that's a bit weird, right? You would think that the BBC would want to fill up its timeslots with actual programming, rather than a clunky text-based interface that was designed to be interactive, but which was not, in fact, interactive at all when it was broadcast as part of the linear TV signal. But, like the "Follows Shortly" slides we saw yesterday, I guess Pages from Ceefax provided the opportunity for things to happen behind the scenes. Perhaps it's during Pages from Ceefax that continuity announcers swapped over, or had a break, or something like that.

It definitely broadcast when there was no other programming planned, such as before the first programme of the day or late at night, but I have definite memories of it coming up in the middle of the day, too. Like the "Follows Shortly" slides, I found Pages from Ceefax frustrating and boring as a child, but now I am oddly nostalgic for it.

Thankfully, as with literally everything you might be nostalgic for, you can recreate the Pages from Ceefax experience for yourself right now in various ways. Firstly, there's this delightful website, which presents today's headlines in the style of an authentic Pages from Ceefax broadcast, complete with optional music.

Then there's a whole channel devoted to the full playlists that were used for the various Pages from Ceefax broadcasts, an example of which you can enjoy right here:

Anyway. Yeah. That's that. Pages from Ceefax. Stupid. Pointless. Annoying. A waste of time that could have been used for more interesting programming. And yet I miss it. How strange.


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#oneaday Day 816: Follows shortly

Living, as we do, in an age where the entirety of human knowledge and creativity — and an increasing amount of machine-generated garbage — is available at our fingertips, it can be easy to forget that in the past, certain portions of entertainment were a lot more linear. And that brought with it its own considerations.

One of the most interesting things I occasionally think back on is the phenomenon of the "Follows Shortly" screen on television, which punctuated programmes that apparently weren't quite long enough, or, presumably, covered for when the continuity announcer needed to go and take a really big shit or something.

You never see these any more today, but at a certain point in the 1980s in particular, they were quite frequent. (I don't know about before that, because I wasn't alive to see them then, but I assume they still happened in the earlier years of television, too.) They are, in effect, "loading screens" for live television. And they came in varying degrees of elaborateness.

One of the most elaborate was the one that came before ITV's schools programming on Channel 4, which if I remember correctly was broadcast in the middle of the night because no-one in their right mind would want to watch that voluntarily. Thus, in this case, I'm pretty sure the "Follows Shortly" screens were there to cater for variations in the clocks on video recorders, which everyone would have had to set manually rather than just letting the Internet do it for them. If you build in a buffer of a few minutes either side of your programme, that means even if there is some variation in the time people have set their clock to, everyone will be able to record the whole programme without having to leave an impractical amount of time either side of it.

The other thing about ITV Schools is that it had incredibly memorable music, particularly for the final 1-minute countdown to the programme actually starting:

In fact, a lot of these continuity-filling slots actually had some really great music, similar to that heard during Pages from Ceefax. Have I talked about Pages from Ceefax on here? I forget. [checks] Apparently not. Well, there's something to talk about another day, then.

Anyway, all you need to know for the moment is that Pages from Ceefax had great music, and a similar crop of inoffensive yet undeniably catchy instrumental tunes were used for "Follows Shortly" pages, particularly when schools programming was involved.

It's funny the things that you start to miss and even pine for as you get older. When I was a kid, a "Follows Shortly" page coming up on TV was immensely frustrating, because I just wanted the show to start now! Today, though, they can be seen as a symbol of a lost age: a time when we didn't feel the need to be constantly "consuming content", and when it was okay to stop for a moment, put the kettle on, have a wee, tickle the cat and perhaps have a brief conversation before the programme you were waiting for actually came on.

So yeah. I miss them. And I suspect my thinking back oddly fondly on these stupid inconveniences is at least part of the reason why I've never minded load screens and load times in video games all that much. Sometimes waiting a moment is just part of the experience, and it doesn't have to be a negative thing. Sometimes it can be quite valuable.


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#oneaday Day 815: A second time around

I have four more days of work before we go on holiday for the second time this year. This may sound extravagant, but given that the first time around was during the period that Oliver went missing, I'm sure you won't judge us for wanting a "do-over". We had some money from anniversary gifts, so we thought that a nice thing to spend it on would be a second chance at having an enjoyable holiday. So that's exactly what we're going to do.

I've been looking back over my posts from the period that Oliver was missing today, and it feels like it was a lifetime ago. In reality, it was about three months ago that he first disappeared, followed by three very long, difficult weeks while we didn't know what we were supposed to be feeling, because we had no idea whether we'd ever see him again. Now, as I look over at him sitting on the sofa next to me, washing his bumhole, I am grateful that things ended as they did: with a happy reunion, and with our silly little boy hardly the worse for wear after three weeks on the streets.

Over the past few days, both Andie and I have been just a little bit worried that the worst might happen and he might go missing again — I can tell this because we've both been "jokingly" saying to him that he must not disappear again, but actually meaning every word — but honestly, I think he might actually have learned his lesson.

He may not have learned other lessons that I wish he'd learn — such as to stop trying to get on the shelves and knock things down — but ever since he's come home, he hasn't even tried to sneak out of the front door when we open it to put the bins out.

Previously, he'd always try and nip out behind us while we weren't looking, usually to eat a bit of grass growing between the paving slabs outside our front door — and on one occasion he succeeded in properly getting out without us noticing, but immediately regretted his decision — whereas now, when the front door opens, he sometimes has a look out of curiosity, but he has given no indication that he has any desire to go Out There ever again, either via the front door, or via our now thoroughly cat-proofed windows. This is good.

Anyway, with him now seemingly nicely settled in and unlikely to go a-wandering again, we can actually look forward to our holiday, rather than wonder whether or not taking said holiday is actually a good idea. In retrospect, it was a good idea for us to go anyway, because in the periods between being emotionally distressed we did manage to unwind a bit, but still. It will be nice to be able to enjoy it "again" without the "emotional distress" part: just full-on, guilt-free relaxation and enjoyment with nothing to worry about. Hopefully.

And we're doing it properly again, too — that means another nice trip to the Aqua Sana spa; another trip to the Pancake House; and plenty more trips to the Subtropical Swimming Paradise. Can't wait.

Well, I have to wait. Four more working days, in fact. But I'm sure they'll fly by.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 814: Death of a publication

I've finally finished my efforts to catalogue all the games-related articles (including roundups, re-reviews, type-in listings and issue disk bonuses) from Page 6/New Atari User. My data sheet has over 2,000 rows in it, though some of those are repeats. Even so, that's a lot of material to work with.

As I found myself reviewing the latter-day issues in the magazine's run, though, I found myself feeling an intense sense of melancholy and almost mourning, I guess. Over the course of the publication's complete run, you can see at a glance when it was doing the best (full-colour covers with specially commissioned artwork or photography to appear prominently and attractively on newsstands) and when things started to go downhill (single-colour covers, the return to a subscription-only model) and when things were nearing the end (a switch to an A5 format, with less and less in the way of commercial releases covered each issue).

Here's a shot from Atarimania, which hosts a full archive of Page 6/New Atari User issues, that shows three stages of this evolution:

I found myself feeling sad all over again while working my way through these issues — because I remember this happening first time around. I remember getting Page 6/New Atari User every month, and in those latter years, feeling like something which had been a fixture in my life for as long as I could remember was ailing and would eventually die. Page 6 started before I was old enough to know what a computer or a magazine was, so it was always present throughout my childhood and adolescence.

Its final issue — in which the editor, Les Ellingham, made an unfortunately unkept promise to readers that there would be six more issues of the magazine before it finally closed for good — is a sad read. Even my Dad, who had been a contributor from midway through the magazine's run up until its very last issue, had given up writing about specifically Atari-related stuff, and was instead posting a regular column about the wonders of the then-nascent (at least in consumer-accessible form) Internet and World Wide Web. My article spreadsheet has just a single game-related entry for that final issue: a public domain version of Tetris for Atari 8-bit.

One of the most remarkable things about Page 6/New Atari User is that it wasn't the Atari ST coverage which lasted until the b(l)itter end. No; the last few issues contained pretty much nothing but Atari 8-bit coverage, which provided the first hints of the fact that the "Atari Classic" scene, as the magazine referred to it at the time, would continue to thrive in the years to come, even in the absence of a major specialist publication.

The ST scene is still alive too, but I can't help but feel like there's a lot more Atari 8-bit enthusiasts out there than Atari ST people. After all, the ST marked the beginning of the shift towards all home computing being PC-based; the ST certainly had its own distinctive, unique features, but it also marked a point where the distinction between purportedly different platforms was less pronounced in various ways. Thus, I suspect what happened, is people who were once ST enthusiasts just sort of… "upgraded" to MS-DOS and then Windows-based PCs and then never looked back. That's certainly what my family did — although I certainly never quite left the Atari machines behind, as they had been so important to me growing up, and continue to be important to me to this day.

Anyway, the thing I think I find most sad about the slow death of Page 6/New Atari User is that it was clearly taking a mental toll on Les. In some of the last few issues, he described how the editor of an American Atari newsletter had found himself succumbing to ill health, at least partly due to the stress of working on his publication, and he indicated that he had no desire to do himself a mischief in the same way — particularly because, in these latter years, he was also trying to support himself with handmade crafts. In one of the last issues, he mentions that he thinks he might have to get a part-time job to continue supporting himself, because between the magazine and his crafts, there was no longer enough money coming in to completely make ends meet.

But all good things have to eventually come to an end, and in the tech space in particular, the rate at which things progress can be absolutely mind-boggling at times. I don't think there's any shame in Page 6/New Atari User's eventual bowing out, even with the regrettably unkept promise from Les' final editorial. To consider that this was a publication which continuously supported both the Atari 8-bit and, once it hit the market, the ST, from 1983 up until 1998 is absolutely mindblowing. Les' refusal to let go until it was absolutely, definitely no longer viable to continue in any way whatsoever is incredibly admirable — as is the commitment of the freelance contributors who kept sending in articles issue after issue, without fail, like my Dad.

So yeah. While reliving the end of something that brought me so much joy as a child has made me a little bit maudlin, I also continue to celebrate everything this publication achieved — and continue to derive joy from it as I grow older, since I am now in possession of the complete run of issues that I grew up with.

It saddens me a bit that when something similar happens these days, in the form of a website going down and no longer being accessible, that there is often no easy way to simply look back fondly over past "issues" in the same way as you can with a magazine. There are many, many online publications that are just gone these days, and while The Internet Archive has done an incredible job of preserving some of them, there are others that we'll just never see again in any form. I know — I've worked on a bunch of them, and now most of my articles are now buried, nigh-unsearchable, in the archives of other sites that ingested the data of the closing publications, often introducing a bunch of errors in the process.

Page 6/New Atari User, though, that will always exist in the form that I knew and loved it. So although I'm sad all over again at the end of such an important publication, I know that I will continue to derive joy — and attain knowledge — from browsing that archive of issues over and over again. One day I might even get around to learning how to program the Atari 8-bits properly beyond simple BASIC. You never know.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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